ShadowNurseZFX
ShadowNurseZFX
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@StarLost said:
Currently?
Killer Sweat: Plaything+Retribution+Pop+Discordance on M1 killers, Devour+Lethal Pursuer+Ruin+x on most others.
If I'm messing around, probably something silly with Hoarder and Franklins.
Survivor: CoH+DH+Spinechill+Distortion
damn that survivor build is mean. nice builds
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@Thusly_Boned said:
Really a lot of variance, especially with my 3rd and 4th perks
Survivor: We're gonna live forever, Borrowed Time like 99% of the time. Sometimes Sprint Burst/We'll make it as 3/4, lately Detective's Hunch/Inner Strength (inner healing now, I guess) to try and counter all of the NOED going around. I'm definitely an outlier, but I never run DH or DS. Like 3-4 times total in 700+ hours of survivor.
Killer: BBQ all the time. Ruin most of the time, the rest is a whole lot of variance, complementing whichever killer I am using. Pop + Oppression quite a bit, I guess. I'm all ears is clutch on Pyramid Head. For slow/stealth killers, Corrupt Intervention is a must.
damn a non meta perk chad (BT is not meta its just chad)
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2617318#Comment_2617318
see ya later. we can keep chatting some other time.
Ight
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@MrDardon said:
Survivor: Dead Hard, Kindred, Borrowed Time, Wglf or..
Dead Hard, Kindred, WoO, Built to Last with a Med Kit
Pyramid Head:
- Whispers
- I'm all Ears
- Monitor and Abuse
- Stbfl (experimenting if it's worth it or not)
Slinger:
- Monitor and Abuse
- Whispers
- Starstruck
- Agitation
Michael:
- Monitor and Abuse
- Whispers
- Enduring
- Bamboozle
very nice builds
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@Beaburd said:
I'm actually enjoying quite a bit of diversity in builds nowadays, which is really nice. I just wish more killers had more unique add-ons that promoted more unique builds.
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Killers:
Ghostface: Corrupt Intervention, BBQ, Play With Your Food, Rancor
Legion (+ killer instinct range add-ons): Thrill of the Hunt, Third Seal, Ruin, Devour Hope
Freddy1 (+ skill check penalty add-ons): BBQ, Oppression, Overcharge, Hex: Lullaby
Freddy2 (Black Box): NOED, Remember Me, No Way Out, Rancor
Plague: Tinkerer, Mindbreaker, Thanatophobia, Ruin
Nemesis/Twins: Pop Goes the Weasel, Eruption, Mindbreaker, (whatever else)
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Survivor:
Support Build1: Bond, Open-Handed, CoH, We're Gonna Live Forever
Support Build2: Kindred, For the People, CoH, Balanced Landing
Support Build3: Situational Awareness, Kindred, CoH, whatever else
---
Despite me thinking CoH is busted, I do like that it makes me more independent (self-heals) while still supporting my team. I do think it needs nerfs, particularly to self heal speed, but it is pretty dang fun to use.
Yeah its busted. but hey, nice builds u got there, Love some variety
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@Wampa1 said:
There are many but I think a good place to start is with the MMR.
@Wampa1 said:
There are many but I think a good place to start is with the MMR.
nerf survivors into balance. its way to dull and safe. I think that if your doing a gen u shouldn't be chilling you should be very aware around you.
GENERATORS:
1st change. tinkerer gets reworked so it instead makes your perks 2/3/4% more effective(This doesn't have to be a thing its just an idea but do rework tinkerer). then make it so whenever your doing a generator, you suffer from the oblivious status effect. this will make it so your always on edge and wont know where the killer is when doing a gen and creates something more of you using eyes not ears, and can also lead you to fail skill checks if your too focused on the setting around you and if your concentrating on the gen the killer can grab you. Also as soon as you get off the gen you instantly lose oblivious.
2nd change. gen speeds. ok now everyone knows that gens get done stupidly fast. 2-4 minutes and if its a good killer maybe 4-5 minutes. now I am to make 1 manning a gen weaker and also 2/3/4 manning a gen. so without further ado lets get into it. OLD: 80/60/40/20 -> 100/80/60/40. this change aims to make generators more fair for the killer and not just an easy win for survivors.
3rd change. this is the last generator nerf but you have an objective before you can start doing generators. you have to pick up a wrench from the ground (only 1 survivor has to do it for all other survivors to get the repair action.) this change will make the survivors more decisive on to find the wrench then loop the killer or camp gens until someone gets a wrench. and u cant just go straight to doing a generator.
LOOPS:
1st change. now as we all know. The hold W and loop is such a powerful thing and doesn't have any risks. so my idea is to add a new mechanic. this mechanic is aimed to make infinite loops not infinite. increase every killers m/s by 5% (yes even nurse) so that its harder for them to run infinite loops without pallets. and any infinite loop with a pallet gets completely removed and re purposed in a different Location of the respected map. House of pain needs changes to make it more fair for both sides. Ironic how a killer map is survivor sided.
and finally to weaken the W key meta a bit more is to add a new mechanic called stamina (now this will be very controversial so I will be giving a different change) that depletes after 2-3 minutes of running. and fills up in about 50s. this will also weaken loops overall and make it so 1 survivor cant loop all game. the 2nd change is actually simple. you get hindered when you get hit by the killer for 5 seconds (after the speed boost is gone).
PERKS:
Now these changes I am about to list should be very obvious and shake up the meta.
UNBREAKABLE: recover from the dying state 2 times. but each time you do you are hindered until healed and the speed is gone and your recovery speed is now 10% slower.
DECISIVE STRIKE: its fine, I think it should be removed when you do an exit gate as its an objective and if another sur is healing you. your not getting tunnelled, so that should also remove DS.
IRON WILL: 50/75/100 -> 45/70/95
DEAD HARD: Once used, you cannot interact with windows/pallets for 4/3/2 seconds
ADRENALINE: Shouldn't proc when on the hook, idk why it does even do that
BT: Honestly, I am not a fan of tunnelling, so here ya go. 8/10/12 -> 10-12-14 seconds
ENDING:
And thats it.
let me know your thoughts!
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@JohnWeak said:
It's a fact. Most killers cannot win when the survivors are good enough.
It's not about being skilled or good. The game design as it is makes it totally impossible to catch survivors fast enough to prevent any gen rush. You can be the best killer in the world, you won't be able to catch a good survivor fast enough as there are way too many pallets/walls/windows and the hold W Meta is way too strong.
4 survivors, spread on the map doing gens solo = insta loose for all killers unless nurse. It is impossible to do anything as a killer as the distance to cover is too big and the time to down a survivor is ALWAYS around 1 min+ against competent loopers.
Playing at high MMR = you cannot win, no matter what you do unless face camping the whole trial = 0 gameplay
And for the survivor mains trolls, i play survivor as well, high MMR, escaping 9 trials out of 10 since SBMM is released, and this in soloQ.
honestly at this point, ill just slug and tunnel as nurse/hag, pretty simple wins imo and if game is impossible to be played how it should then i wont
#NerfGens #NerfSurvivors
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@JohnWeak said:
It's a fact. Most killers cannot win when the survivors are good enough.
It's not about being skilled or good. The game design as it is makes it totally impossible to catch survivors fast enough to prevent any gen rush. You can be the best killer in the world, you won't be able to catch a good survivor fast enough as there are way too many pallets/walls/windows and the hold W Meta is way too strong.
4 survivors, spread on the map doing gens solo = insta loose for all killers unless nurse. It is impossible to do anything as a killer as the distance to cover is too big and the time to down a survivor is ALWAYS around 1 min+ against competent loopers.
Playing at high MMR = you cannot win, no matter what you do unless face camping the whole trial = 0 gameplay
And for the survivor mains trolls, i play survivor as well, high MMR, escaping 9 trials out of 10 since SBMM is released, and this in soloQ.
i hope VHS does a better job
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ok well im off for the night, peace
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@ChampagnePapi said:
I really hate both because survivors rely on them so hard and they get cocky like they did something knowing well its those two perks carrying them. If I had to choose one Id say Dead Hard.
Dead hard, it just press 1 button and waste an extra minute of killers time, crutch perk and should be nerfed.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2617297#Comment_2617297
or, what if anyone who hid in a locker came out of the locker looking like legion to fellow survivors?
additionally, the real legion would be able to teleport between lockers.
sounds cool, could be added in with what i have said though to create one very fun mindgame
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@Micheal said:
https://forum.deadbydaylight.com/en/discussion/comment/2582713#Comment_2582713
Thanks for the tip
Np
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just uploaded it, Hint: POV
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ok i have just thought of the greatest idea ever. im making a new thread. pt2
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2617272#Comment_2617272
maybe you could forceswap locations with survivors you've tagged with feral frenzy, making it so that any survivor who's been hit by it could turn on you at any moment?
i mean thers things on the table
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2617261#Comment_2617261
I think there is a chance that we both have some bias about our own ideas... but at least we both agree both ideas are pretty good. 😋
yeah, maybe they could fuse our ideas together as well, fake chases, and all but if you run into a legion it has a chance to be fake or real creating a fun guessing game. but if this happened, you got put into deep wounds in the healthy state. makes for fun mindgames but not much punishment and honestly can help survivors in cases
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2617249#Comment_2617249
I think that having an element of deception to legion would likely be more fun than adding further slowdown.
I'm not sure. I think having damaging AIs are kind of Nemi's thing, but no killer can disguise as a survivor, or disguise survivors as them.
your idea has merit, for sure, but I think that acting as a "wolf in the herd" could be more fitting for legion.
thoughts?
I mean yeah, but it kind of is. there are 4 legions when you reach near end game. to be fair u wont get to that point often if you don't stall the game. it also just creates a more fun gameplay mechanic in my opinion. and they cant kill you like zombies can and they wont go for you like zombies do. but yeah. your idea also has merit. I think personally mines better but that is my opinion (and probably bias lol)
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/292729/actually-intresting-legion-buff-idea
maybe make it so that the spawned legions are instead:
A: Fake (like doctor hallucinations) but they give a scare, activate terror radius perks, and maybe fake a chase (but can't damage)
B: make it so the fake legions are like a passive dark devotion with visuals. (spawn legion cosmetics and TR on survivors hit by feral frenzy)
I don't want to make legion like doctor. my idea is to make it so that legion can actually have some gen pressure with his 3 other legions roaming the map. at 57.5% m/s and I think this is actually a pretty cool change and would make the legion somewhat fun to play against. and its not a guessing game as the 1st legion spawns 2 minutes after the game starts. and survivors see the A.I legions aura for 4 seconds after it spawns
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@WeenieDog said:
I think having multiple A.I's that all run 115% is a bit too much, but it also adds a weirdness to making big problem maps smaller.
Legion is also a killer who has the easiest time injuring survivors. Zombies can at least be dealt with because they move 25% movespeed.
Legion needs something, but the last thing i hope for is an AI out play /game and watch mechanic
I never touched on the m/s I intend for them to walk around a half the speed of survivors with a terror radius, and they will not focus on you until you go near them then they will hit you, but they wont do anything else. and they cant put you to the dying state and will instead do deep wounds
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nerfing plague, ghosty and legion, pig and trickster. i am contracting aids
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@ElusivePukka said:
I'd suggest a detriment. Consuming the toolbox, for example, but only applying the BNP when you "use" it - similar to the medkit consumables.
agreed. also u hae o have a required amount of charges. 16 for styptic agent and anti haemorrhagic syringe (medkit) and maybe like 1/4 of a toolboxes charges required to use BNP
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@Ix_SITH_xI said:
Lets get some things out of the way:
I play killer/survivor at about 60/40.
Since boons came out I've been playing survivor more than killer and in games I play my boon, most people escape. SoloQ. Ive found Survivor to be way easier than killer lately
"Just do Bones" doesn't really work when you cant do the bones
All of this is simply based on my experiences and what I've seen from streams and youtube. Keep it Civil
If you're playing an M1 killer with boons your game just got infinitely harder. If you don't have an insta down you're pretty screwed. Yes, it only takes 2 seconds to disable, but that is a very disingenuous argument. All you have to do is place your boon away from gens or the killer's patrol path and your boon won't ever be destroyed creating a triage center for the whole team to reset. Leaving the gens to cross the map to break a totem is too much of a time sink when the killer is already juggling chases and defending objectives. And if you do break it, it'll be re-lit by the time you get back to defending gens. No killer is gonna leave their 3-5 gen to go break a totem on the other side of the map unless they don't care about throwing. People act like the killer is only losing a handful of seconds to clear the totem when in reality it's gonna cost them half a gen, or if in chase giving the survivor a 3-4 second lead. If you just happen upon it great, otherwise the timesink is massive.
Enter Plague. Plague sees your boon and laughs as she pukes on it. The amount of DCs I've gotten playing plague these last few days has been absolutely nuts, and it's always the person with CoH. If you're struggling against Boon Totems give Plague a go, you might have a much better time. The ToFu build where your puke lasts on objects for a massive amount of time is pretty fun to play and it keeps survivors constantly infected.
ive always said boons should work like hex's. world map effect. 1 placement only. if its gone its gone. and hex takes priority. imo.
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@steamed_hamzzz said:
There should be some built in regression similar to Ruin, or at least make a perk that does that (maybe rework NOED to have this feature)
it makes end game so boring and frustrating as a killer, if you’ve downed someone after the exit gates have been powered then you know at least one of them is going to be 99% open so what is there left to do but just camp the hook
its win - win for the survivors as well because the gate is essentially open (1 tap away anyway) but without the pressure of the end game collapse and perks like Blood Warden
there should always be some risk with opening the exit gates as the game isn’t over until everyone’s either out or dead, but once a gate has been 99’d that risk is gone, you’re safe to heal up, look for totems, go for unhooks ect and the killer has no way to counter this
inb4 “just open the gate yourself”
opening it yourself means you have to give up chase or abandon a hook which means another survivor can safely get the unhook and make their way to the 99’d gate
i think the egc should last longer but trigger as soon as the last gen pops, all your problems pretty much solved
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@lavars said:
Omg that's a horrible idea, you want that much pressure on the maps with 3 additional free hits? oh please don't nemesis would be already op with 3 zombies
did you read the whole thing? if your a good survivor u can end games faster than 8-12 minutes. the aim to make legion punish survivors. you get punished for wasting time, which means. Don't waste time. and I said they don't chase you if you come into melee range (lunge) they will attack you. but they wont take notice of you. even if they hit you. and if you would have read it instead of replying so quickly u would see its not really that broken. maybe iridescent button but not too sure bout the passive power. seems fine in my opinion.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615647#Comment_2615647
We can't kill the killer (we should be able to though) and the only way they get removed from the match is if we escape or all die. We really can't do that much to interrupt the killer's fun compared to what they can do to us. Also its hard to run from the killer when there are no pallets nearby. I literally had nowhere to go the last time this happened to me and the pallets that could've been there were already used. Besides it doesn't matter when the killer is already right behind you right off the hook. This has to stop and it has to stop now.
ya seem like bait
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2602988#Comment_2602988
not really, should just be used to dodge a hit.
fair.i wouldnt mind it but maybe they could do something else with it
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@dspaceman20 said:
I'm not sure about specific perks but you should nerf perks to be strong but fair
yeah and buff weak ones to be strong but fair
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@Nathan13 said:
you already know how I feel about dead hard.
I don't have any good ideas either except one tiny change to DS is have it disable when opening an exit gate.
il agree wuth that. Decisive Strike shouldnt be there when opening gates
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because we need slowdown to keep gens in check. and if anything they need a buff. for xhaustion, theyre find apart from dead hard
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absolutely not.
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@jajay119 said:
Boons provide a really good secondary objective for the survivors to counter the endless 'gens are getting popped' complaints many killers have. As a Mikaela player I seem to have moved into a support role where my first main objective is to find and bless a boon for other survivors to use. Then, find other totems to potentially use later.
This means for a time only 3 survivors are doing gens and unhooking but it also puts me at a disadvantage as if the other three get hooked it may leave me with more gens to do than if I had just started immediately. It's really a gamble and I have noticed a definitive slow down of gen rushes and matches lasting longer.
I've also noticed that not many Mikaela characters run boons and so it's not being overused to overwhelm the killer in.the matches I've played since the day after the boons were launched. They're a good addition and should exist.
swf breaks boons. if they dont nerf swf nerf boons
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2602963#Comment_2602963
not allowing survivors to interact with windows or pallets for a few seconds would be a reasonable change cause that's why most survivors use it.
Yeah but that destroys the main point of dead hard doesnt it
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@JexxTron said:
I am red 4 and I don't even know what NERF means. or MMR. I finally figured out SWF.
NERF: make it worse because its too good
MMR: SBMM
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@BenihimeWrath said:
I'd probably make all killers 5% faster
i mean sure. if its a nurse and hag buff i am down
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2601827#Comment_2601827
It IS weird and it DOES feel clunky. And that's why so many killer powers, which have these very same restrictions on them, feel so bad to play.
i think some killers that have this need changes tbf
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@BeanLag said:
I would add a special "tool" like a wrench that survivors must find in the map and take it to be able to start repairing gens, so they have more objectives and the start of the game lasts more than 20 seconds. Genrush is the game biggest problem imo but adding more gens or increasing the repair time would make it even more boring for survs, so i think adding a new objective like i said could be a good way. Also definetly SOMETHING must be changed for swf, they break the game balance completely, being able to be permanent repairing at least 2 guys while other distracts you and the other can be blessing, breaking your ruin or repairing too, its just too hard to deal because ANYONE is losing time at ANY time
i think the tool shoild spawn randomly but survs can se its aura when 20m from its area
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@LapisInfernalis said:
- nerf all the 2nd chance perks (mainly Adre, DH, BT, UB; DS is fine although it might need a nerf during EGC)
- rework Prove Thyself
- make the large maps smaller (f.e. Red Forrest, Swamp, RPD, Shelter Woods). No map should be over 10k sqm
- Exhaustion makes your breathing and injured sounds +25% louder (so this also affects IW because it's additive)
- Exhaustion recovers at 50% rate while on a hook and is not immediately cancelled. (No insta unhooks and a DH or SB ready + BT/DS/UB)
- rework how loop money is calculated. Long-wall jungle gyms are way more powerful than short-wall ones. Even some LT combinations can be very very powerful when facing right.
- remove breakable walls at god windows, but keep them at interesting places, so it really creates a new dynamic.
Do compensate: punish killers for tunneling/camping/slugging
you cant nerf Dead hard though. it either is a ######### or a good perk, it cant be changed. if it gets a nerf it will most likely be bad unless exhaustion lasts for 60 seconds not 40
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2601830#Comment_2601830
The thing is the meta would undoutably change with my proposition, if you change tweak and modify the survivors perks something will definitly change, but i belive this is just to important.
A lot of the problems of the game come from map layouts closely followed by survivor perks, many people dont like or want to belive it but the survivors are the ones seting the pace baced on the perks they have, so, by making so 16 total perks arent as opresive and defining as 4 from the killer things can shift to a more balanced game
true but u cant nerf meta really. iron will cant be touched. dead hard cant be touched, DS is fine, BT is fine, circle of healing coudl recieve a nerf but apart from that i dont know what u could do
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@[Deleted User] said:
Don't swing blindly when coming out of a blink, that only increases your cool down.
Also, charging your blink takes longer than you think for distances. If you're anything like me, charge it for a half-beat longer than you think you need
yeah. i mean this is ok but i usually wait 1 sec before swinging or not swinging. and yea nurse is unpredicable on how far she goes
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2597961#Comment_2597961
Then why bother asking what people think?
what people think? its exactly what u think i wanna know your opinions. i think they are unnessecary and just another thing killer has to worry about
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@LeonxJiwoon said:
Right? A smart killer can turn those very same totems into their battle field, how shock I was when I was about to bless a totem and got slap by a blight because he was brilliant to use that perk of clowns that let you know survivors are near a totem or blessing it, at the same time to was using a slow down gen build, so that clown perk+a slow down gen build can easily counter boons+gen rush. Smart hags who are trapping gens+totems now I had matches where killers just know what they was doing and having shadow and circle made me then regret then I did not instead have flashbang/iron will so killer even in boon totem hear my big baby cries of pain and just oops found you still ty to your cries and blood trails
circle of healing hurts hag. and really the totems are not too bad. i just dont think u should be able to bless a hex. if they do, if it gets snuffed goes back to hex totem
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@Viamont said:
For starters rework all maps, some have some absurdly safe areas that can be abused to no end.
Map size needs a rework to, some are SO big its ridiculous the amount of time it takes to get from point A to point B, add the forementioned terribly safe areas filled with pallets and you are in one hell of a game.
When maps are adressed survivors perks need to be looked at and adressed, many are overly powerfull and just make games a complete slug, draging out the game more that it needs to.
After the survivors perks are looked at, THEN you can start adressing killers and their perks to bring them up to line with the survivors
agree with most of thee however, i wouldnt nerf meta. i would buff the bad perks. and then if needed nerf meta
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@Adjatha said:
Lock survivors into animations and put the same 1 second 'deactivate' cooldown on survivor actions that Killers have on their powers.
That means, if you want to click your flashlight, it goes on instantly, but stays on for a full second after you've released the button. Same with crouching, you stay crouched for a full second before getting back up. And, of course, if you touch a hooked survivor, you're committed to unhooking them. None of the "run to the hook right in the killer's face and do a game of fake-outs, fluttering the rescue button to try to abuse the game's non-functional grab system."
this is wierd and would make the game feel clunky. i think u should commit to unhooking but crouching and flashlights are just unnessecary
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@pseudechis said:
Add a rushed action trip mechanic.
Running while looking backwards, fast vaulting 4% chance of tripping.
Classic horror movie chase.
this would be hilarious and would love to see it as just a thing to laugh at
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@glitchboi said:
I wouldn't directly nerf survivors.
I would rebalance maps to be on the same level as Coal Tower and the old version of Father Campbell's Chapel, in terms of map size and loops.
I would fix spawns, particularly making all survivors spawn together, so that 3 gens won't pop within the first minute and 20 seconds.
And finally, I would make some (not all) hex perks light up their totem once at least one survivor is cursed, or a different activation period. I'd also make totem spawns more consistent on each map, so that they aren't necessarily unfair for killers, while still being fair for survivors.
thoughtful. i agree with this. it seems to be the main thing that killers hate. maps
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@Shaped said:
I would focus on maps and loops first.
definately
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@thrawn3054 said:
They're fine. A strong effect counter balanced by the limited range and time investment.
i dont care quite frankly. either they make it work like a hex or they make it so u cant bless more than 5 times. and you can only have 1 boon at once. as u can have multiple boons up. also, you cant bless hex totems or if u bless a hex if it gets snuffed it goes back to hex.
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@drakolyr said:
They should exist.
they really should not exist. just make it so u cant bless a hex or if you bless a hex and it gets snuffed it goes back to hex and then maybe il think about accepting boons
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bro what?
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@[Deleted User] said:
I like them. It makes Survivor gameplay less dull and boring, and as Killer it feels good knowing that they're busy blessing totems to setup their boons, rather than doing gens.
survivor in general is just dull and boring for both sides. there is just going to be 1 blesser, 1 looper and 2 gen jockeys.